Difference between revisions of "Category:Data Files"

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The Construction Set works off of a primary file called a TES file. This is basically a database of all of the data for the world, including object data, dialogue, gameplay settings, object placements, AI settings, landscape, script commands, cells, etc. Basically everything that goes into the editor is stored in TES files.  
__NOTOC__
A Tes4 module consists of (potentially) a number of types of data files. TES files (esm and esp files) form the core data modules that define the logical structure of the game world. Resource files (meshes, textures, voice files, music, sounds, video) give the gameworld its reality.


== TES Files ==
* [[TES Files]] - Basic introduction to the major concepts of working with esm and esp files.
* [[Esp vs. Esm]] - Differences between esps and esms.
* [[Modding Terminology]] - De-obfuscating "records", "objects", "references", etc.


There are two types of TES files, masters (MASTER_FILE.esm) and plug-ins (PLUGIN_FILE.esp). A master file is autonomous. It relies on no information other than itself. A plug-in (esp) file relies on information from a Master TES file. Plug-ins CANNOT refer to information in another plug-in. They can only refer to data from a master. Plug-ins can refer to multiple master files.
== Resource Files ==
* '''Archives'''
** [[BSA Files]]
** [[:Category:Tools: BSA Unpackers|Tools: BSA Unpackers]]
* '''Images/Textures:'''
** [[DDS Files]]
** [[Portal:Texturing]]
* '''Modelling'''
** [[NIF Files]]
** [[Portal:Modeling]]
* '''Animation'''
** [[Glossary#K|KF Files]]
** [[Portal:Animating]]
* '''SDP shader packages'''
** [[SDP Files]]
* '''XML Menu Files'''
** [[Oblivion XML]]


 
== Troubleshooting ==
Most TES files are changes to the main Oblivion.esm file (a master file). The files get loaded in order of their last modified date. Masters get loaded first, by date. Then plug-ins get loaded by date. Each file is a "layer" that gets added to the world. The player can turn off the ones they don't like with the loader program, and these layers will be removed. This makes it impossible for a player-created TES file to completely break someone's game.
* [[Windows Vista]] - Why Windows Vista doesn't like mods and how to fix that.
 
 
Users of The Construction Set will have all of their changes placed in an esp file. They can then allow someone else to load this file and play with their changes. They can add anything to the game, provided the artwork is there to support it.
 
 
The editor can have multiple esp files loaded at once, but only one of these is active. Active means that all of the user's changes are being saved into the [[Active_File|active TES file]].

Latest revision as of 17:31, 18 October 2010

A Tes4 module consists of (potentially) a number of types of data files. TES files (esm and esp files) form the core data modules that define the logical structure of the game world. Resource files (meshes, textures, voice files, music, sounds, video) give the gameworld its reality.

TES Files[edit | edit source]

  • TES Files - Basic introduction to the major concepts of working with esm and esp files.
  • Esp vs. Esm - Differences between esps and esms.
  • Modding Terminology - De-obfuscating "records", "objects", "references", etc.

Resource Files[edit | edit source]

Troubleshooting[edit | edit source]

  • Windows Vista - Why Windows Vista doesn't like mods and how to fix that.

Subcategories

This category has the following 2 subcategories, out of 2 total.

F

G

Pages in category "Data Files"

The following 10 pages are in this category, out of 10 total.